Guangyan Cai

Guangyan Cai

Member of Technical Staff

World Labs

Biography

My name is Guangyan Cai (蔡广彦), and I am a member of technical staff at World Labs, where I work on simulation for robotic learning and embodied AI. Previously, I was a research engineer at SceniX, which was acquired by World Labs in July 2026.

I earned my Ph.D. in Computer Science from the University of California, Irvine, School of Information and Computer Sciences, under the supervision of Prof. Shuang Zhao. My doctoral research focused on physics-based differentiable rendering and its applications, including inverse rendering.

Previously, I received my B.S. in Computer Science from the University of California, San Diego, where I worked with Prof. Ravi Ramamoorthi.

Education
  • Ph.D. in Computer Science, 2020 - 2025

    University of California, Irvine

  • B.S. in Computer Science, 2016 - 2020

    University of California, San Diego

Work Experience

Research-related

 
 
 
 
 
World Labs
Member of Technical Staff
Jul 2026 – Present New York, NY
  • Working on simulation for robotic learning and embodied AI.
 
 
 
 
 
SceniX
Research Engineer
Aug 2025 – Jul 2026 New York, NY
  • Developed simulation engines for robotic learning systems.
  • SceniX was acquired by World Labs in July 2026.
 
 
 
 
 
Meta Reality Labs
Research Intern
Jun 2022 – Sep 2022 Redmond, WA
  • Investigated the baking artifacts in material reconstruction with inverse rendering and proposed a method to mitigate them.
  • Participated in building a hybrid pipeline that combines NeRF and physics-based differentiable rendering to do high quality 3D reconstruction.
  • Showcased our reconstruction results at Meta Connect 2022 (starting at 1:13:20).
  • Published our work at ICCV 2023 (link).
 
 
 
 
 
Adobe Research
Research Intern
Jun 2023 – Sep 2023 San Jose, CA
  • Developed a novel, cost-effective lighting representation called Envmap++ for accurate reconstruction of glossy objects in indoor environments.
  • Conducted research on improving the fidelity of glossy object reconstruction under complex indoor illumination conditions.
  • Sumitted to arXiv (link)

Publications

Quickly discover relevant content by filtering publications.
(2025). Real-to-Sim Robot Policy Evaluation with Gaussian Splatting Simulation of Soft-Body Interactions. arXiv.

PDF Cite arXiv Project Page

(2025). Image-space Adaptive Sampling for Fast Inverse Rendering. Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference Conference Papers.

PDF Cite DOI URL

(2025). Physics-Based Inverse Rendering. Ph.D. Dissertation, University of California, Irvine.

PDF eScholarship

(2025). A Survey on Physics-based Differentiable Rendering.

PDF Cite arXiv

(2024). PBIR-NIE: Glossy Object Capture under Non-Distant Lighting. arXiv.

PDF Cite DOI arXiv

(2023). Neural-PBIR Reconstruction of Shape, Material, and Illumination. Proceedings of the IEEE/CVF International Conference on Computer Vision (ICCV).

PDF Cite Project arXiv

(2022). Physics-Based Inverse Rendering using Combined Implicit and Explicit Geometries. Computer Graphics Forum.

Cite DOI Paper Supplement Code URL

(2021). Differentiable Time-Gated Rendering. ACM Trans. Graph..

Cite DOI Paper Talk Slides Supplement Code URL

(2020). Analytic Spherical Harmonic Gradients for Real-Time Rendering with Many Polygonal Area Lights. ACM Trans. Graph..

Cite DOI Paper Video Code URL